Template:Bane of Doom notes

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  • This spell has two steps:
    • First it deals damage, queuing and resolving all on-damage triggers;
    • Then, if its condition is satisfied, it summons a random demon, queuing and resolving triggers.[1] Notice that as of Patch 5.0.0.12574 (WotOG patch), minions that have been set pending destroy, such as by  Acidmaw, are considered to be dying, and the condition will thus be satisfied.[2]
  • Unlike  Sense Demons, the Demon is not drawn from your deck, and the contents of your deck will not affect this spell.
  • Battlecry effects are only activated when a minion is played from the hand, and will not be activated through Bane of Doom. This is usually good since demons tend to have battlecries with negative effects, for example  Flame Imp,  Doomguard or  Pit Lord.
  • If a hero is killed by Bane of Doom, a Demon will be summoned just as when a minion is killed. This is, of course, irrelevant to the outcome of the match.
  • As with all golden card effects, if either the Bane of Doom or the minion killed is golden, the demon summoned will also be golden.
  • If Bane of Doom reduces its target to 0 Health, the target is also destroyed. This means that if the target is a friendly Demon and  Mal'Ganis is summoned, Mal'Ganis' +2 Health aura will not save the target and it will die anyway.[4][5] A hypothesis for this interaction existing is because in the game's alpha,  Blood Imp gave +1 Health to friendly minions, which would cause the spell's target to 'un-die', and testers considered this a bug and hardcoded a fix specifically for Bane of Doom. This used to be why Bane of Doom instantly ended multi-hero adventures, but that bug has since been fixed.[6]

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